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jajay119

jajay119

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jajay119
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  • I play exclusively SoloQ and my win rate varied, but is more consistently a sacrifice than an escape.


    Yesterday I played about 10 matches and escaped two, one match another survivor was a dick and blocked me from exiting and at least 5 of them the killer went about the what is becoming usual method of 'slug player 3, chase player 4 and hook both to get the 4K' routine.


    I tend not to let losing get get to me, but it is undeniably grating when you get to that point and end up losing the game to that method. A lot of losses were due to team mates acting like idiots though.

  • @Nirgendwohin said:

    two survivors dead, two left. gates are not powered. killer keeps one survivor constantly slugged to catch the other one. seems to be the norm since killer wait times are high and killers have to maximize gained bloodpoints.

    what is the counterplay in this situation? what should the slugged person do and what should the remaining surv do?

    This has always been the norm in about 70% of matches in which I don't escape from. It may be a 'valid tactic' but it's far too common and needs more counterplay.

  • @Grum said:

    I hate Nemesis so much.

    Wait for Wesker, you'll want him as your bestie then.

  • I actually quite like Ghostface and Michael. I like the dynamic of having to be more vigilant , but also that aspect genuinely working well for you in terms of being able to slip away etc. It extends the cat and mouse nature of the game well in my opinion.

  • Whilst I agree in principle that certain perks should be off limits for certain situations I just don't see any fair way BHVR could do it. Perhaps it could be character centric: for example Blight, in my opinion, should not be allowed slowdown perks with his natural skill off getting around the map ridiculously quickly, but its just not going to happen. Probably for the best because where do you stop?

  • Michael's forever lasting insta mori. I don't understand how anyone thought that was a good idea.

    Bubba's overly long, overly far reaching, overly powerful collision lacking charge attack - not a perk but I just hate it.

    Also not a perk but I hate the vomiting noise for plague. I honestly want to DC most of her matches as they make me feel physically sick.

  • @OldIronKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109632#Comment_3109632

    Please show me where the OP told survivors to stop moaning.

    Please show me where I said it was OP. It was a general observation

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108326#Comment_3108326

    I never give Hatch to the person hiding all game. I always see it happen, including people with zero hooks, and they let you die. And then The Killer finds them and escorts them to the Hatch or Gate.

    Its important to remember though: Just because they have zero hooks doesn't mean they did nothing. I play quite stealthily; I am often the last one, or one of two left, without a hook - but ill spend the match doing gens and safe unhooking not running around like an idiot attracting the killers attention or trying to unhook..

  • @JoByDaylight said:

    Should a slugged survivor be able to heal another slugged survivor, at say 25% healing speed?

    This still makes slugging a strategy but nerfs boring gameplay.

    With all due respect, it just adds to boring gameplay.


    I'd personally like it to be a series of successive skill checks, like Sadako's end of generator one, that you keep doing with a chance of getting up. If you miss the check, you loss your chance.

  • @lauraa said:

    Slugging is fine, but slugging for the 4k is kind of annoying because its wasting everybody's time.

    I only go out of my way to slug for the 4k if I really hate that last survivor, and I'll always givethe poor 3rd guy hatch for his time but that's it.

    That's fair enough but the vast majority of matches I play the killer will slug 3 and either use them as bait for 4, or tunnel 4. It's a valid but unbalanced tactic and it needs a natural counter play.

  • @Marigoria said:

    IMO if everyone is downed for more than 2 mins straight the game should let you suicide so you can go to the next game.

    Lately with the slugging nurses with knockout it's just a waste of time to stay slugged for 4 mins without being able to do anything or get bp.

    I don't agree. If you've been down for x amount of time and/ or if more than half of survivors remaining in the trail are then there should be something in place to let you get back in the games rather than forfeit it.

  • Don't slug. Simple.


    There should be something done to discourage it.

  • I love that killers have spent the last two weeks telling survivors to stop moaning and deal with it.


    They get one nerf and here were are again... we love the hypocrisy.

  • Seems like a nice idea.

    Personally i want a 'purchase all/ purchase all remaining' function and the entity can take what it wants. Most of the bloodweb other than Med packs and tool chests are pointless now anyway.

  • @fulltonon said:

    no BP incentives, it's a bad patch.

    I've already got 2.3 million bloody points sitting there stagnating away. I'm a 7 year player: I need something a bit more substantial than BP now. The QoL of the game is shocking at the moment..

  • @Tiufal said:

    A change to Thana was inevitable. They didnt calculate how much more gen time Thana will add with those extra 10s. Without those 10s nobody would play a 2% buffed Thana other than Plague and Legion. But guess what? Before 80s gentime and now 110s is a huge difference.

    Not to mention, Thana is now being stacked with other regression perks.

  • @Raptorrotas said:

    Wow kneejerk nerf at its finest.

    Also:

    "Whining on the forum only helps when killers do it."

    Another patch to prove the opposite.

    MoM was nerfed like yesterday or something: this doesn't actually move the scale anywhere.

  • "It's not there fault you're bad"


    You lost all credibility the moment i read this.

  • @Murgleïs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103633#Comment_3103633

    It doesn't matter if a killer DC, you win free BP as survivor and move on with instant queue.

    It doesn't matter if a survivor DC you still get some points and move on with your attempt to camp and tunnel everyone.... see how these wildly generalised phrases don't work and are extremely double sided?

  • Sole Survivor is useless, Left Behind and the hatch are borderline pointless now given the killer finds the hatch within about 10 seconds of it spawning in most matches I play.


    I had hoped they'd buff the sole survivor... but they're giving the killer an insta-mori and deactivating evasive perks instead.

  • @Murgleïs said:

    10 games in solo Q, 10 DC. The worst part is that we could have won if they did not DC.

    Remove -50 000 BP per DC on top of the temporary ban penalty. If the player has no BP left, make it negative down to -2000000 BP.

    Also the ban penalty should not start at 5min but 20min minimum.

    I had 5 killers disconnect yesterday, can we not talk as if its only survivors that do this.

  • I can see why buffing lots of things for the killer may have made them think it would discourage camping and Tunnelling... but also they gave ton of methods to enable it more too

  • @solidhex said:

    I've never had such a strong feeling that a patch destroyed the balance like this time, and i have seen the Undying/Ruin meta and the old Boon meta. I was really happy about the changes but my deepest fears became reality:

    • - doing gens has become nearly impossible with the new killer meta (Jolt, Thana, Overcharge, Pain Res, any combination of that)
    • - the endurance meta is not even that strong, especially since DH and DS is dead now. Killers have enough time to chase through the extra hit

    Here is how my ~15 games went (on both sides)

    1. survs start gens
    2. killer gets first down
    3. gens come to a halt thanks to strong perks and killers, if best they/we finished 2
    4. no one even attempts to do gens anymore, because the killer usually has so much pressure that it's impossible

    Yes i'm not exaggerating. I won most of my matches as Killer before the patch but never THAT hard (there wasn't a single game today were the survivors made more than 2 gens, and yes i tryharded but many killers will do). I haven't escaped in any of my survivor matches. Yes, not a single one. And most of them weren't even close, most were just stompings (by killers like Legion or Freddy).

    Why do you want to hand ez 4k's to every single killer out there? What is the idea behind it? Killer was the harder role yes, but it was an achivement to become a good killer who can win against good teams. Now it's just "take those perks, then chase mindlessly, tactics, strategy? you don't need that here, just run behind that guy there"...

    Anyone i've spoken to sees it like that even the killer mains. If you don't react now, you will lose a lot of the playerbase...

    The bit that irritates me is they're feeding into the mentality that Killers should get a 4k to win which is causing the likes of the camp, tunnel and slug gameplay style when that's not even how BHVR classify a killer wins themselves which is a 2k!

  • @HugTheHag said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102253#Comment_3102253

    I think the reason they buffed it is that BHVR logic was as follow : "we want to take all the most used/meta perks, and nerf them, but don't worry, we've selected OTHER less used perks with similar effects and buffed them istead".

    This is why Thana and Overcharge got buffed, even if they're slowdown.

    So even though gen time is longer, the devs DID intend for killers to use various slowdown perks. (whether we agree with them or not is irrelevant in that case)

    Well, hopefully this is something they review and/or rework - preferably rework with a mind to revaluation the gens altogether because spending so much time on gens is honestly an absolute bore. Plus people are clearly giving up earlier too if a killer is Tunnelling, gets an early kill it there's a disconnect because right now 4/5 gens between 5 people feel way too oppressive. Perhaps it wouldn't if the hatch worked as it used to or if they reworked it but it doesn't and I don't see them touching it (despite saying they would) any time soon.

  • @Zephinism said:

    https://us.v-cdn.net/6030815/uploads/Z3F1RQV3ADNT/screenshot-1273.png

    The problem is that it's never thanataphobia on it's own. They just stack slowdowns.

    Exactly. I did say I'm my OP that I am seeing it a lot in conjunction with other slowdown perks.

    I do see a lot of people thinking those linked perks are the bigger cause of slowdowns and the grind though.


    I guess I'm just more aware if Thana because it appears on screen when it's active and by extension I see it a lot more than I used to. Plus, like we said - it's very rarely alone so it's also a good marker of a match that's gonna have a lot if gen time.

  • Ironically, I had a cheating, or suspected, Sadako last night. She was way too fast both in terms of her movement speed and animations (hooking and TVs) and knew where everyone was alll the time. I hung around till the end of the match and all of her perks were gen specific exposure perks so initially not too bad... but she was that quick and omnipresent thay no gens were getting done. She was literally finding us healing in corners etc or just walking, not running, on the opposite side of the map and she didn't have BBQ. So yeah I called cheating on that.


    Funny its a lot of Sadakos though.

  • So, would you recommend maybe removing the buff for it?

    I was very aware that I didn't want the OP to be a 'OMG THANA IS THE KILLER DH NOW' type thread, but I can't help feeling that it's being stacked a lot at the moment and quite frankly it's making games pretty boring.

    I'm getting a lot more unhooking and healing in, I'm not taking items in to make chests useful and I'm not running boons to add variety to the gameplay.


    It's a vicious circle cause I'm either making the match last longer by not doing gens... or sitting on gens for longer bored and THANA is a really exasperating that particular situation now.


    I really wish BHVR would look at a more solid secondary objective if Theyre looking to extend matches and give killers more time against gens, personally.

  • @WesCravenFan said:

    You cannot "abuse" tunneling. It's just going after the same prey until it is gone. There's no rule that says you have to LITERALLY let your victims go.

    There was no rule to say every survivor in the match couldn't use old Dead Hard.... but we all know the situation round that and where it has led us; and for good reason.

    Sometimes it's not about that, but more about what creates a more stable and balanced experience.

  • @HugTheHag said:

    https://forum.deadbydaylight.com/en/discussion/comment/3101677#Comment_3101677

    While I agree that Clown does nod need this buff, it does take skill to aim with these bottles. I haven't played him, but most people I see playing him unfrequently struggle with the bottles dynamics and collisions.

    Honestly I was being facetious in my post; I know really that it does take some skill, but like you said he definitely doesn't need a speed buff.

  • Yes because a killer than can slow you down to the point of having an easy down by chucking random bottles of crap everywhere with no skill, thought or planning definitely was a prime candidate for a speed boost.


    Next up for it: Blight.

  • "It's not as common as camping or tunneling"


    This pretty much is an answer for your entire post. Whilst these things can happen they don't happen anywhere near as much as C&T which has ironically gotten a ton worse since the update designed to discourage it. Plus as others have said C&T as well.as slugging can and does happen on any map with any build. Both scenarios you described need perks, items and coordination to even have a chance at being successful.

  • BHVR: WE want to address camping an tunelling with this update


    *nerfs survivor perks

    *buffs a ######### ton of killer stuff

    *nerfs gen speeds


    BHVR: There you go killers you should feel way less pressure now and DH is gone so you don't need to do that anymore.


    Killers: yeah cool I'm still gonna do it though. Can you nerf Sprint burst now ?


    ....



    There is a massive disparity between what killers consider a win and what BHVR consider a win - yet they're catering to the former for some reason.

  • @Tactrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096541#Comment_3096541

    I've actually thought about it, and he won't need a rework, because the real benefit he gets from CoA is that he doesn't have to walk anywhere to put them in the cage, that will still hold true even if every hook works like CoA.

    Good point. I agree

  • @Tactrix said:

    https://forum.deadbydaylight.com/en/discussion/337608/hard-pill-to-swallow

    That's not true, if tunneling and camping were made so ridiculously hard that they were near impossible to do then killers would have no choice but to play the game without doing them. My suggestion is make every hook act like cage of atonement. Here I'll talk you through it.

    The killer runs after the survivor, downs them, and hooks them. When they get hooked they instantly disappear and appear on another side of the map, from that point until the point of them either dying or getting unhooked the other survivors have a chance to get them out of the cage. If by some miracle the killer happens to find them first(because remember he can't see the cage until he's physically near it) then and only then can he camp. But at that point it's hardly the killers fault that the other survivors were too lazy and stupid to get their teammate out.

    One other thing, once this change is implemented ALL anti-camping perks are removed from the game.

    I've been saying change hooks to cages of attunement for the longest time. It's not as if its impossible to do as the mechanic is already there and it's a guaranteed way to solve the problem. Sure it will mean PH needs a rework to make using him feel unique again but that's a small price to pay imo.

  • @TheDappaScrappa said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096313#Comment_3096313

    They camped and tunneled because they were either in a bad spot and needed to win or they were just bad at playing killer (which is 90% of the time it feels like)

    With all due respect, they camped and tunnelled because it was easy. Now it's even easier it's exploded more than ever despite the fact that the changes were to discourage it. Go figure.

  • @TheDappaScrappa said:

    But no matter what BHVR does some killers are going to camp and tunnel. No matter what you tell them to do or changes to make it will still happen. People wanted BT to be basekit to stop tunneling/camping. It still happened. Whatever they come with next it'll still happen. It won't ever stop. Just take the L and move on or hope you have a somewhat decent team to help.

    OK then, but at least let's stop pretending they did it because of DH and let's make the survivor experience not an absolute snoozefedr of a grind again.

  • @tendyhands said:

    In any game player should be using the best strategy to win. In dbd as a killer that is camping and tunneling. Tunneling a player out gives a huge advantage and news flash, in every single comp dbd tournament they are going to camp and tunnel. It feels pathetic that I have to sometimes thank killers for not camping/tunneling a player out because that actually gave us a chance to win. The devs should be fixing this instead of expecting killers to have some honor code. Any game that has a cheap tactic in it, the devs will make it so that tactic doesn't work anymore. We shouldn't expect the killers to change, the devs need to fix it.

    There are tons of possible solutions, I could list many for fixing both camping and tunneling, but the best example are crows when you hide. If crows didn't exist in the game people would probably say "well hiding is just a part of the game!", but they put in a game mechanic to fix something that is cheap and stupid.

    The recent changes which saw killers get loads of buffs and survivors nerfs were done as 'the devs trying to fix camping and Tunnelling'... and yet camping, Tunnelling and slugging have been way more prevalent than before.

  • @Juicyman said:

    Most reasonable people are aware there are plenty of issues with solo-q and that this patch made them worse (by how much by is up for debate but we can agree it's worse in some capacity), however a big part of this will simply be because of the dead hard change. If 3/4 survivors were using it (as statistically shown), and you claim you never used it therefore "why are my games worse if I didn't change my build" you're forgetting the possibility that the other 3 survivors in your lobby may have crutched on dead hard.

    Even if you didn't use dead hard you still benefitted from it statistically in your solo-q games because of your teammates being able to use it (if you were the one not running it). Now that they can't use it to extend their chases you no longer benefit from dead hard as well. Taking this into account the devs have also said they wanted kill rates to rise so killers got a basekit buff as well, meaning it's no wonder your games are being mangled if the other survivors are completely lost without their perk (also, just so I don't have to specify later, we both know not all 3 of the other survivors continuously crutched onto the perk but I'm sure we can agree MANY of them did).

    There are issues that need to be addressed even after this patch (incentives not to tunnel/camp etc), but a lot of the immediate results we are seeing are most likely because of the cause and effect of dead hard being neutered. Ultimately, even if you didn't use dead hard, you still statistically benefitted from it in your games before the nerf and those that did use it need time to adapt. After-all we're seeing plenty of decent survivor streamers doing work without dead hard because they are good at their role.

    I'm part of the third that didn't use DH, but I also don't let getting hooked or sacrificed ruin my experience....however the problem is, why were so many players using dead hard? Why did so many people feel that a perk that gave you extra distance and health was so necessary when compared to all the rest available?

    BHVR don't seem to have asked themselves this question (and anyone who says to bully the killer is fooling themselves) or if they did, they didnt spend any serious amount of time trying to answer it because nerfing it to appeal to the killer fanbase was easier. But I believe its going to firmly bite them on the arse.


    As a result, this, along with other changes, has undoubtedly been the most poorly conceived and implemented change in a long time and has completely unbalanced the game; you can argue it was unbalanced before - I don't have enough experience of killer to comment but the answer shouldn't be to unbalanced it the other way.


    Someone mentioned that BHVR need to create a solution to 'the tunelling and camping epidemic' and you mention that something needs to be done to incentivise not doing this...yet the biggest irony of all of this is that entire change WAS the solution/incentive to not camping, tunnel and slug, yet its been arguably more of a persistent problem since the update (certainly I've noticed it more as someone who always defended it was never as big an issue as soke survivors made out) because its been made easier, more accessible and even more impact full. This just goes to show DH wasn't the reason killers did this. They did it because it was easy. Now that it's even easier they're still doing it.

    All this change has done is create more hard questions BHVR desperately need to ask themselves about the reasoning behind the state of their game and never will.

  • I wish maps had day/night offerings. I'd love to see some maps in the other part of the day cycle. It'd add more variation too.


    I so agree the new artstyle isn't as nice as the old one though. Everything is a bit too bright, clean and sharp.

  • I think action statuses are a good idea. If you can see someone is repairing a gen you might want to find them and hop on. Likewise if you're hooked and the other three survivors status icons show they're literally not doing anything then there'll be more pressure for one of them to actually rescue. Twice I was left on the hook to die from the first hook yesterday.

  • The update was supposed to alleviate the tunneling problem.

  • @Chocolate_Cosmos said:

    I don't think people are angry becuase killers got buffed.

    I think people have hard time as solo Survivors, which is true. Also tunneling and camping is so easy now.

    Tunnelling, camping and slugging are RAMPANT at the moment... which just goes to show it wasn't a symptom of the 'the game is survivor sided' argument thats been todwed around a lot for ages. Given most of the changes were made to make killers feel more empowered and in the name of stopping this type of gameplay, theyve conversely shown its just a genuine playstyle most killers like to use and its all to accessible to them at the moment.


    The first couple of days I didn't understand what all the complaining was about, but I'm seeing a massively marked increase in being slugged and left down on the ground, so much so that I've equipped tenacity because I'm bored of it, and killers camping and Tunnelling successively to the point of using the same hook for the same survivors before moving onto the next. Then slugging survivor 3 to go after 4. Its honestly getting very stale very quickly and matches are getting boring.


    The extra 10 seconds to do gens is also having a heavy impact because it gives the killer a he'll of a lot more time to get around the map unhindered and meaning survivors can't move for longer. The amount of slowdown perks being used has jumped a lot too. I've always been an advocate of making matches longer and giving killers more of a chance but the, half arsed, way its being done is not it.


    I know its hard to balance a game like this, but right now there is a hell of a lot of stacking affecting one side and it needs addressing.

  • I took a break before the patch, and came back since ir came into play to see what it was like: I'm noticing a massive change in matches. Far less gens getting done, survivors not willing to unhook/ heal etc. There is a definite disparity now that needs addressing because it's affecting the overall experience. Whether it's time to leave, I can't say, but the survivor experience isn't great right now. I only play SoloQ BTW, never SWF. I don't know if this is because Survivors seem to be protesting the change or the game has become too unbalanced though.


    One thing the recent update, which has massively buffed killers, has even excellent for, and i mean truly excellent, is highlighting the fact that no amount of killer buffs, survivor nerfs and perk changes is ever going to change the defence of Camping and Tunnelling. Not, only have I seen a lot more of it in matches since the update, probably becsuse its easier now, the defense of it here is as prevalent as ever. It really proves its something that needs an active examination and solution, but BHVR would never.


    I appreciate a game like DBD is hard to balance, but buffing one side without addressing specific areas that have always and will always continue to negatively impact the game is a big miss.

  • Funnily enough I haven't seen ruin once since the update.

  • Don't commit to chasing one survivor who is clearly good at looping you.

    I had a match yesterday against a Pyramid head on the Blood lodge and I did the gen on the porch, one by a hill and one in a cluster of walls all while the killer was actively chasing the same survivor round and actively ignoring me doing a gen.


    If a survivor is looping you, they're not doing a gen. Let them go and apply some gen pressure.

  • My current bloody points are at 1 901 000 and before the raise came in I had 1, 300 000 odd because the endless gifts don't recognise the blood level cap


    I have now long levelled up all the survivors whose teachable perks I want and unlocked those for my two mains Felix and Yui. Even the new prestige system feels pointless to me for the same reason.


    I've also got countless items for both of them (at last count I had 40+ yellow med packs, 60+ brown med packs and tool boxes etc) and if I rub perks like Plunderers or Appraisal coupled with Built To Last, which is my bread and butter at the moment, I don't even need to take anything in with me.

    Those 1,901,000 are going to sit there stagnant until another survivor or killer comes along whose perk Iwant and even then I will likely be able to get it before the count goes below 1 mil.


    For long term players bloodpoints become redundant. Especially with how much of a fan BHVR are of throwing them round like confetti every time they make a small mistake.


    I'd honestly prefer more rewards linked to shards to be worked on personally. That's the real reward for long term players.

  • 1 million blood point being redundant honestly need addressing more than just raising the cap

  • I run lucky break and often I can lose the killer despite being at full volume.

    I've literally been hiding behind a wall or in a locker and the killer hasn't found me despite being at full injury volume. They tend to give up if they lose the line if sight for too long.

    Killers imo are MASSIVELY vision dependent, not sound. I've never really used Iron Will as I've always felt it was a waste of time. I've always felt the same about Dead Hard too though to be fair.

  • @legacycolt said:

    Yes it’s been enough wreckers yard, gas heaven and coal tower. Please bring back the normal random map choice!!!

    This is the normal map choice for me. I get sent here the majority of times normally and it's absolutely annoying.

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